• Title/Summary/Keyword: 창의적 사고기법

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Efficient Problem-Solving Idea Generation in the Design Phase VE of Construction Projects using Business Creativity Codes(BCC) (건설 설계VE의 효율적 문제해결 아이디어 도출을 위한 비즈니스 창의성 코드(BCC) 활용방안)

  • Kim, Huy-Qyou;Park, Young-Taek
    • Journal of the Korea Institute of Building Construction
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    • v.16 no.4
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    • pp.367-379
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    • 2016
  • Although the importance of creative thinking is rapidly increasing in the new century, the generation of creative ideas and its application in the construction industry have been considered relatively difficult. Thus there have been a few studies on the subject that how to apply creative thinking tools with empirical evidence in the construction industry. Value engineering(VE) has been widely applied in the design phase of construction projects due to the government regulation, Brainstorming has been the most prevalent idea generation techniques in the VE activities during the past several decades. Contrary to popular belief, the performance of brainstorming is not so good. It is known as the brainstorming myth. This paper proposes the business creativity codes(BCC) as an alternative idea generation tool in the design phase VE of construction projects. In order to examine the effectiveness of the BCC, 50 successful field cases awarded in the design VE competition of government agency are used. The result shows that the BCC can be used as an effective idea generation tool in the design phase VE construction projects.

A Study on the Creation Method of Cultural Content - TRIZ Training using Folklore Edutainment - (문화콘텐츠 창작방법 연구 - 민담 에듀테인먼트를 활용한 트리즈교육 -)

  • Lee, Myoungja
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.91-98
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    • 2020
  • In this paper, the creation method of edutainment content among cultural content types was studied. Edutainment aimed to enhance the creative thinking power through the "TRIZ theory" as an element of fun and education for learners at the same time. In this study, the modified OSTM-TRIZ theory was used not only in the technical field but also in the general sector. I proposed a model in which creative thinking can be enhanced to solve problems by analyzing contradictions encountered in the process of presenting problems. Nonlinear digital storytelling in animated folktales can elicit sufficient curiosity from learners, and problem presentation, problem resolution and contradiction analysis using OTSM-TRIZ work as an educational system to develop learners' creativity.

Research on applicability of Teaching-Learning Methods for Creative Problem Solving to a course in University (창의적 문제해결 교수학습법의 대학수업에의 적용가능성에 관한 연구)

  • Park, Choul-Soo;Park, Su-Hong;Jeong, Sun-Young
    • Journal of Engineering Education Research
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    • v.13 no.1
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    • pp.23-37
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    • 2010
  • The purpose of this study is to explore applicability of teaching-learning methods for creative problem solving which was designed to improve students' creative thinking and problem solving competencies. Methodology is literature review and focus group interview. The students who attended the elective course 'creative women and science' was participated during 15 weeks. Through this teaching-learning methods, students were fully aware of learning methods for creative problem solving, sought for problems, clarified problems, found solutions through discussions, and continuously examined ideas by receiving feedbacks. They could deduce creative new solutions to solve encountered problems regarding team dynamics and apply it in real situation. As the results of applying teaching-learning methods for creative problem solving to a course in University, it had the advantages of enhancing students' competencies in analyzing problems and applying derived solutions in actual field.

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The Managent of Six Sigma Leadership (6시그마 리더십 관리에 관한 연구 -최고 경영자 계층을 중심으로-)

  • 김정희;김창은
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2002.05a
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    • pp.999-1005
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    • 2002
  • 오늘날의 기업들은 글로벌화 경쟁체제 속에서 생존을 위하여 여러 가지 경영혁신의 기법들을 사용하거나 활용하고 있다 이러한 새로운 경영혁신 기법들은 기존의 기업환경에 많은 변화를 주고 있다. 그러나 단순한 경영혁신의 도입만으로 기업이 효과적이며 효율적인 변화와 혁신이 이루어지리라는 기대를 해서는 안 된다. 혁신적이고 창의적인 경영혁신의 기법들은 기업의 필요욕구에 의한 자발적인 도입이 있어야 한다. 이는 경영혁신이 기업전체에서 이루어 져야 하며 더불어 기업내 조직구성원들의 적극적이며 긍정적인 사고와 경영자들의 강력한 리더십이 기반 되어야 한다는 것이다. 이에 본 논문에서는 기업의 최고 경영자들이 지니고 있는 여러 가지 리더십의 특성과 유형을 통하여 최근의 경영혁신의 화두로 대두되는 6시그마의 도입시 요구되는 리더십을 살펴보고자 한다. 또한 이를 바탕으로 요구되어진 6시그마의 리더십 관리가 어떻게 이루어져야 하는가에 중점을 두고 연구하고자 한다.

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The Effect of Integrated Mind Map Activities on the Creative Thinking Skills of 2nd Year Students in Junior High School (통합형 마인드맵 활동이 중학교 2학년 학생들의 창의적 사고력에 미치는 영향)

  • Yoon, Hyunjung;Kang, Soonhee
    • Journal of the Korean Chemical Society
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    • v.59 no.2
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    • pp.164-178
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    • 2015
  • The purpose of this study was to design a teaching and learning method conductive to the development of creative thinking skills and investigate its effects. It has been developed integrated mind map with feature of visualizing the divergent thinking to the aspects of Science (S), Technology (T) & Engineering (E), Arts (A), Mathematics (M). Integrated mind map can be divided into four types of STEAM type, STEA type, STEM type, STE type depending on the category of key words in the first branch. And Integrated mind map can be divided into three levels of guided, intermediate, open depending on the teacher's guide degree. And also integrated mind map activities were carried out in the form of group, class share as well as individual. This study was implemented during a semester and students in experiment group experienced individual-integrated mind map activity 10 times, group-integrated mind map activity 10 times, class share-integrated mind map activity 3 times. The results indicated that the experimental group presented statistically meaningful improvement in creative thinking skills (p<.05). And there was a statistically meaningful improvement in fluency, flexibility, originality as a sub-category of creative thinking skills(p <.05). Also creative thinking skills are not affected by the level of cognitive, academic performance, gender (p<.05). In conclusion, it was found that 'integrated mind map activity' improved student's creative thinking skills. There was no interaction effect about creative thinking skills between the teaching strategy and cognitive level, achivement, gender of those students.

A Study on Fusion Art Make-Up Using Depaysement Surrealism -Focusing on Creating Artworks- (초현실주의 데페이즈망 기법을 활용한 융합아트메이크업 연구 -작품제작을 중심으로-)

  • Park, Li-La
    • Journal of the Korea Convergence Society
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    • v.7 no.3
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    • pp.35-44
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    • 2016
  • The purpose of this study is to examine the theoretical background of art make-up and surrealism in depth and shed new light on creative thoughts coming through application of Depaysement and various kinds of expression realized through art make-up, where art and make-up are incorporated. The study method is to conduct prior research followed by a theoretical study of the concept and techniques of Surrealistic Depaysement and theoretical background of art make-up through specialized books and internet sources and then to create 4 artworks representing characteristics of Depaysement technique categorized in dual image, fusion of heterogeneous objects, modification and conversion, and change of space. This examination resulted in first, a foundational ground for fusion and use of art and make-up sectors by creating a realm of expression based on creativity through incorporation of art and makeup and second, a sense of freshness and unfamiliar-ness by creation of an image in a completely unfamiliar space. Therefore, the researcher sets a direction for ways to come up with new ideas and expand the realm of expression and hopes that the art-makeup does not just become an aesthetic tool but turn itself as an art genre.

A Study on the improvement method for Idea from the design VE using ASIT (ASIT 기법을 활용한 설계VE 아이디어 개선방안에 관한 연구)

  • Lee, Gun;Go, Seong-Seok
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2007.11a
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    • pp.1023-1028
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    • 2007
  • It is the most important thing of the overall VE that we create inventive ideas from idea phase in the design VE. However, it is hard that it take a long time and create a superior idea using Brainstorming. And, it was real to lodge an alternative plan proposed on the idea thinking phase, it is true that an alternative plan of existing simply costdown apply to a change and insert isn't different from an inventive idea deduction. Also creating alternative idea, many expert hold on to only his field and it was exposed a limit depend on a team's experience or intuition than technical solution. In this study, we analyzed the problem of the present design VE processing and analyzed the problem through a survey to an expert, and then we'll suggest a possibility for an efficient design VE.

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Effectiveness of Decision-Making Skills in SSI Class Based on Debate by Utilizing SNS in Terms of Students' Personality Traits (SSI 토론 수업에서 SNS 활용이 성격특성별 의사결정능력에 미치는 효과)

  • Jang, Seoyoon;Cha, Heeyoung;Park, Hyemin;Park, Chuljin
    • Journal of The Korean Association For Science Education
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    • v.36 no.5
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    • pp.757-768
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    • 2016
  • This study developed an SSI (Socio-Scientific Issue) discussion program that applies a creative technique called six thinking hats, and then investigated the differences in argumentation patterns and effects on the decision-making abilities of each character feature of students between SNS debate and existing face to face debate. There were three SSI themes - Designer Babies, embryonic stem cell study, and legitimacy of abortion. Students were divided into two groups, the debate group using SNS and face to face debate group. The character patterns of students were divided to 'extraversion,' 'agreeableness,' and 'conscientiousness' through test sheets for character features for each student. Both groups were educated for creative discussion methods using six thinking hats and then, the class progressed. As a result of analyzing argumentation patterns used in SNS debate and face to face debate, the most used argumentation pattern was the "cause pattern." But comparing to face to face debate, other patterns (mark, inference, authority, motive) were also used in SNS debate. The study analyzed three factors of decision-making ability for each character feature of students such as complexity, perspectives, and inquiry. As a result, for 'complexity' factor, there was a significant difference between SNS debate group and face to face debate group only in the student group of Agreeableness. For 'perspectives' factor, there were significant differences between SNS debate group and face to face debate group in all three characters. Finally, for inquiry, there were no significant differences between SNS debate group and face to face debate group in all three characters. Accordingly it would be necessary to apply SNS debate using the six thinking hats in SSI education to enhance perspectives.

Screen Printing Designs using the Lotus as a Source of Inspiration and Selected Design Criteria by E. Paul Torrance (E.Paul Torrance 의 디자인 기준에 의하여 선택된 연화문(蓮花紋)을 응용한 스크린 프린팅 디자인 연구)

  • 한명숙;남기선
    • The Research Journal of the Costume Culture
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    • v.5 no.3
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    • pp.118-128
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    • 1997
  • 본 연구의 목적은 「Guiding Crieative Talent」의 저자이자 교수인 E.Pual Torrance에 의하여 제시된 디자인 기준(design criteria) 중에 3가지 디자인 기준을 선택하여, 스크린 프린팅기법에 의거, 일련의 디자인을 제작하는 것이다. 이 디자인 기준은 1958년, Torrance에 의하여 수행된 \"The Minnesota Tests of Creative Thinking\" 중 일부이다. 그는 \"창의적인 발상전개에 있어서 보다 더 주의를 요하는 것은 마지막 생산물(the products)이 아니라 그것의 과정(the process)인 것이다.\"라고 강조해 왔으며, 창의적 사고에 관한 개념을 제시해 왔다. 본 연구의 디자인은 그 창작의 착상의 모티브(motif)로써 연화문(蓮花紋)을 선택하여 다양한 디자인의 스크린 프린팅을 창작하였다. 12개의 디자인이 제작되었데, 그것은 Torrance에 의하여 제안된 약 20개의 기준(criteria) 가운데 저자가 디자인 착상에 있어서 최소한의 기본요소라 생각되어, 임의로 선택한 3가지 기준에 의하여 만들어졌다. :3가지 기준이란 1) 모티브(motif)의 수적증가(multiplication) 2) 모티브(motif)의 위치변화 3) 모티브(motif)의 모양변화이다. 전체적인 디자인과 테두리 디자인(border design)이 선택적으로 디자인 과정에 포함되었으며, 최종적으로 12개의 디자인이 선택, 1가지의 색채를 이용하여 스크린 프린팅에 의하여 제작되었다. 디자인 제작과정으로, Torrance의 각각의 디자인 기준에 의한 여러 장의 스케치를 그린 후, 그중 12개의 스케치를 임의로 선택하여 옷감위에 프린팅하였다. 디자인 제작 결과, 저자가 선택한 3개의 디자인 기준만으로도 다양한 수의 서로 다른 디자인 창작이 가능하였으며 본 연구에서는 1개의 디자인 기준을 선택 응용하였으나 보다 많은 디자인 기준을 선택하여 동시에 비교 연구하는 것도 필요하다고 본다. 그리고 1개 이상의 디자인 모티브(motif)를 함께 디자인 착상에 이용하는 것도 가능하다고 본다.

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The Effects of Application of Creative Thinking Technique for Development on Creativity and Attitude toward Science (창의성과 과학에 대한 태도 함양을 위한 창의적 사고기법 적용 효과)

  • Choi, Hae-Kyeong;Kim, Yong-Gwon
    • Journal of the Korean Society of Earth Science Education
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    • v.6 no.3
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    • pp.221-234
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    • 2013
  • The purpose of this study was to examine the impact of the application of a creative thinking technique for development on the creativity and attitude toward science of the students in elementary school. In order to better assist students' levels of creative thinking process, creative thinking techniques were reorganized based on the features of creative learning content in science textbooks. Furthermore, related units from an elementary science textbook were analyzed to map out the lesson plans. The findings of the study were as follows. First, the creative thinking technique developed in this study could be applicable to teaching-learning activities. When a creative thinking technique is applied, that should carefully be selected in consideration of all the creativity elements to be covered in class, and that should be used in a manner to be covered in class, and that should be used in a manner to be appropriate at learner level. Second, the utilization of the creative technique turned out to have a good impact on boosting the creativity of the elementary schoolers. Third, the utilization of the creative technique turned out to exert a good influence on fostering the school children's attitude toward science.